Is it completely Lost on developers these days? These concepts have been around for ages, and many of the things im about to go on over have been used (successfully) as early as the 90's yet in todays world Game designers seem completely clueless.
Not Every Gun has to be the Same. No one gun has to be the "best"
Sounds simple right? Well aparently the people at DICE, EA, Activision, etc find this an entirely forighen fucking concept. Why are people trying to balance LMGs against Pistols and Sub Machine guns? How the fuck does this make sense? Should LMGs not be balanced against other LMGs? Should they not be implemented in a way that puts them in their proper role as a support weapon? Worse yet, Game designers seem to think if one gun is effective when used a certain way the must either A. weaken the thing to the point it becomes entirely marginalized OR worse still, they Boost another weapon to completely godly capabilities to counter it.
How to Do it Right;
As I said before, Each category of weapons should be done in such a way that it mirrors it's actual purpose. The best way to do this is via Spread, Recoil, and Weight.
1. LMGs should be Heavy, slow in handling and work best from a fixed defensive position. The design concept of LMGs is that they are intended to put SUPRESSIVE fire on a position alowing other troops to maneuver against that position. On the move they should be quite Inaccurate, and slow to aim compared to other weapons.
2. Assault Rifles are the general Issue front line weapon. They should be highly versatile, Effective even on the move, This should be the "go-To weapon"
3. Submachine Guns are designed with CQB and extreme CQB in mind. What they lack in accuracy they should make up for in Very fast handling, And Imense fire rate. Along with Shotguns, they should dominate the CQB area of combat, But be largely marginal at Medium range and beyond.
4. Sniper Rifles should be the Most accurate and most powerful, but slowest handling weapons. They should suffer imenseley in CQB. Heavy rifles such as the .50 and the KSVK should be extremely heavy in-game and relegated to extreme long range use.
This is all really simple stuff. How do you make a big heavy instant Kill sniper cannon Balanced? By making it big, heavy, and unweildy so that it is confined to a certain role in order to be effective. We do not need SUper Armor, We do not need Nerf guns, and we do not need to give our characters more health. We need only design weapons in a way so that no one weapon can be "beast" in every single friggen area. this is not hard people.
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